--- name: design-ui-ux-game description: >- Use when designing game UI — HUD patterns, menu systems, onboarding flows, feedback loops, accessibility features, or notification systems. Triggers: HUD, menu, onboarding, accessibility, UI, UX, game interface. --- # UI/UX Game Design ## Purpose HUD patterns, menu systems, feedback loops, onboarding, and accessibility for any game type. Genre-agnostic — the same principles apply whether you're building an idle clicker, an MMO, or a puzzle game. ## When to Use Trigger: game UI, game UX, HUD, menu system, game feedback, onboarding, tutorial, accessibility, game interface, notification system, settings menu, inventory UI, tooltip, progress bar, game menu ## Prerequisites - `game-design-fundamentals` — feedback loop and player motivation context ## Core Principles > Fumito Ueda: "Minimalism amplifies emotional impact. Remove everything that doesn't serve the experience." > Jenova Chen: "The interface should be invisible — players should feel, not read." > Shigeru Miyamoto: "Good UI teaches through interaction, not instruction." 1. **Less is more** — show only what the player needs right now; progressive disclosure for complex systems (Ueda) 2. **Feedback is instant** — every player action produces immediate visual + audio response (Chen) 3. **Teach by doing** — tutorials should be interactive, not text walls; the best tutorial is no tutorial at all (Miyamoto) 4. **Consistency breeds intuition** — same patterns everywhere: same button = same action, same color = same meaning 5. **Accessibility is not optional** — colorblind modes, scalable text, remappable controls, screen reader support 6. **Mobile-first responsive** — design for smallest screen first, scale up; touch targets minimum 44px 7. **State is always visible** — player should never wonder "what's happening?" — show health, progress, currency, status ## Key UI Patterns | Pattern | Use Case | Implementation | |---------|----------|---------------| | HUD overlay | Always-visible game state | Fixed position, minimal footprint | | Radial menu | Quick action selection | Triggered by hold/right-click | | Tab navigation | Multi-system management | Tabs with badge indicators | | Modal dialog | Confirmations, important info | Blocks game, requires action | | Toast notification | Non-critical updates | Auto-dismiss, stackable | | Tooltip | Contextual details | Hover/long-press, positioned smart | | Progress bar | Show advancement | Linear or radial, with milestones | | Inventory grid | Item management | Drag-drop, sort, filter, search | ## Onboarding Flow ``` 1. First interaction → teach core mechanic (no text, just do it) 2. First reward → show feedback system (number go up, sound, visual) 3. First choice → teach decision-making (two options, clear difference) 4. First failure → teach recovery (low stakes, quick retry) 5. First system unlock → teach progressive disclosure (new tab appears) ``` ## Cross-References - `game-design-fundamentals` — feedback loops and reward schedules - `level-design` — tutorial level integration - `elevenlabs-sound-music` — audio feedback integration ## Pitfalls & Anti-Patterns - **"UI soup"** — too many elements on screen at once; players can't focus - **"Text tutorial"** — pages of instructions before the player does anything - **"Hidden information"** — critical game state not visible; player feels lost - **"Inconsistent controls"** — same button does different things in different screens - **"No feedback"** — player clicks and nothing visually happens for 200ms+ - **"Accessibility afterthought"** — adding colorblind mode after launch; it should be designed in ## Designer Philosophy **Fumito Ueda** (ICO, Shadow of the Colossus): The best UI is invisible. In ICO, there's no HUD — the player grips Yorda's hand, and that IS the interface. Every UI element you add should justify its existence against the alternative of removing it entirely. **Jenova Chen** (Journey, Flower): UI should create emotional connection, not information overload. In Journey, the entire "multiplayer UI" is another player's presence. No health bars, no names, no chat — just shared experience through minimal interface. **Shigeru Miyamoto** (Mario, Zelda): The best tutorials are the ones players don't notice. World 1-1 of Super Mario Bros teaches running, jumping, enemies, power-ups, and secrets — all without a single line of text. ## Sources - "The Invisible Interface" — Fumito Ueda, GDC 2006 - "Designing Journey" — Jenova Chen, GDC 2013 - "Game Feel" — Steve Swink - "Don't Make Me Think" — Steve Krug (applies to game UI too) - WCAG 2.1 accessibility guidelines adapted for games